Matchmaking in multi-player on-line games: studying user traces to improve the user experience

Matchmaking in multi-player on-line games: studying user traces to improve the user experience
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多人在线游戏中的匹配:研究用户轨迹以改善用户体验

DOI:
10.1145/2578260.2578265
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发表时间:
2014
期刊:
Proceedings of Network and Operating System Support on Digital Audio and Video Workshop
影响因子:
--
通讯作者:
Sébastien Monnet
Sébastien Monnet
中科院分区:
--
文献类型:
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作者:
M. Veron;O. Marin;Sébastien Monnet

文献摘要

被引文献

相似文献

为多人在线游戏设计和实现高质量的配对服务需要对玩家的习惯、行为和期望有广泛的了解。收集和分析真实游戏的痕迹提供了对这些问题的洞察,但游戏服务器提供商非常保护这些数据,以阻止竞争对手可能的重复使用,并防止作弊。我们通过从英雄联盟服务器收集公共数据(超过2800万个游戏会话的信息)绕过了这个问题。在本文中,我们介绍了我们的在线免费数据库,并详细说明了我们从这些数据中得出的关于婚介服务的预期需求的分析和结论。
Designing and implementing a quality matchmaking service for Multiplayer Online Games requires an extensive knowledge of the habits, behaviors and expectations of the players. Gathering and analyzing traces of real games offers insight on these matters, but game server providers are very protective of such data in order to deter possible reuse by the competition and to prevent cheating. We circumvented this issue by gathering public data from a League of Legends server (information over more than 28 million game sessions). In this paper, we present our database which is freely available online, and we detail the analysis and conclusions we draw from this data regarding the expected requirements for the matchmaking service.